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vtkMultiVolume: fix wrong ambient computation
When we didn't set light, we take in account the ambient of the default light which is always black, so when we activate the ShadeOn() the ambient will always be equal to 0. Now, like for a single volume, we didn't use the ambient light in such context.
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- Rendering/Volume/Testing/Cxx/CMakeLists.txt 1 addition, 0 deletionsRendering/Volume/Testing/Cxx/CMakeLists.txt
- Rendering/Volume/Testing/Cxx/TestGPURayCastMultiVolumeShade.cxx 194 additions, 0 deletions...ing/Volume/Testing/Cxx/TestGPURayCastMultiVolumeShade.cxx
- Rendering/Volume/Testing/Data/Baseline/TestGPURayCastMultiVolumeShade.png.sha512 1 addition, 0 deletions...g/Data/Baseline/TestGPURayCastMultiVolumeShade.png.sha512
- Rendering/VolumeOpenGL2/vtkVolumeShaderComposer.h 3 additions, 1 deletionRendering/VolumeOpenGL2/vtkVolumeShaderComposer.h
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